I can't imagine you don't already know about this one, but I didn't find a ticket when searching, and this major issue has been present for several versions now so writing this up in hopes that it will be addressed at some point.
There is a major issue with network desync/lag when moving into the 'area of influence' of a large base, and even just players. This is especially noticeable (and dangerous) when driving a vehicle at fast speed and coming within 1km of a large base (particularly many structures within small space). The player driving the vehicle will not notice anything at the moment, but player passengers will see 'lag' where the vehicle stops moving for a period of seconds and then will 'speed up' to catch up.
Since the driver is graphically unaffected, driver will continue speeding along current trajectory when the lag spike begins and cannot/will not correct until after the lag spike stops. Since this lag spike can often take 3-4s to resolve, this often results in a vehicle crash, resulting in destroyed vehicles, killed players, and potentially biggest issue, alerts the player that they have entered within 1km of a base, thus allowing the player to zero in on where player bases are located.
This same issue can also be seen to a lesser extent when just entering the area of influence of another player. Usually it is unnoticeable by the active player, but other players running with that player will see the 1st player pause briefly and then speed up/catch up with actual location. This can be used to alert even running players that they have entered the area of influence of other players and/or bases.
Out of curiosity, I fired up wireshark to watch network traffic when this happens and at these moments, you can see that the client is flooded with maximum sized packets for the duration of the event (often as long as 3-4s). During this packet flood, the client is not able to properly update location, velocity, etc, as well as submitting back current location, velocity, trajectory to the server to be propagated to other surrounding clients thus resulting in other players seeing temporarily frozen players/vehicles/etc.
This network overload not only impacts the current gameplay by creating frustration for players due to crashed vehicles and the like, but also gives the player information about the environment that they might not otherwise have.
This issue has existed for as long as I have played DayZ and I'm surprised it has not been addressed. I understand that this likely impacts deep networking and engine level systems, but this is a major issue that I can't believe has not been resolved yet. Surely BI is aware?